In some situations (e.g. 32-bit Linux), "intptr_t" is defined as "int", which is
equivalent to "int32_t", leading to issues with duplicate definitions. In other
situations with GCC, "intptr_t" is "long", which isn't covered by any intNN_t
types. Also, definitions for "long" already had to be added on Windows, because
no fixed-width types in MSVC are equivalent to "long".
Switching to non-fixed-width types should hopefully cover all of these
situations. If this doesn't cover any integer types that we need, it will
be caught quickly, e.g. by references to integer_traits<T> in LuaWrapper.cpp.
- Don't set in_building by default when use_mode is 0 (consistent with most vanilla DF items)
- make use_mode optional and default to 0 (including in Lua API)
Resolves#885
This requires plugins to pass plugin_self to Screen::show(), but
avoids the need to implement special checks in plugin_onstatechange
for the SC_BEGIN_UNLOAD event.
Without removing postings correctly, it was possible to end up with
multiple workers assigned to a job that workflow had suspended
multiple times, which caused crashes if more than one worker was
assigned to the same job by DF.
This adds an additional command, fix-job-postings, that runs
automatically when loading a world and fixes:
- Multiple job postings that point to the same job
- Job postings that point to a job where posting_index == -1
(i.e. jobs that should have no posting assigned)
Fixes#741
* Several fatal errors that occurred during core initialization didn't
stop initialization or set 'errorstate' properly, which caused
update hooks and other code to crash later. This has been fixed and
should address crashes like the one mentioned in #470.
* Errors when loading dfhack.lua now cause Lua::Open() to fail, which
triggers a fatal error in Core::Init()
* Failure to initialize the console no longer results in a call to
fatal() (since it didn't actually stop initialization previously)